미사교 프로젝트 보고서

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2013년 제2학기 미래사회와 교육 최종보고서 소실된 삼국시대 건축물 가상 체험 센터 5조: 스크래치5똑하조 1346010 박원빈 1346011 서은지 1346012 서해슬 1346013 서희림

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  • 2013 2

    5: 51346010 1346011 1346012 1346013

  • I. Overview 2

    II. Introduction 3

    1. Project Background 3

    2. Project Goals 5

    3. Learners 8

    III. Designing a Future Learning Environment 11

    1. Hardware 11

    2. Software 18

    3. Humanware 20

    IV. Future Learning Scenario 22

    V. Conclusion 31

    33

  • - 2 -

    I. Overview

    1. Theme for the projectThe theme for the project is Searching for the lost memory, which is

    about providing future learners with an opportunity to virtually experience Korean history through exposing them to cultural heritage using five senses.

    2. Project goalsThe goal is divided into four steps. First, stimulate curiosity with

    five-sense education. Second, help learners acknowledge historical facts based on the result gained in the previous step. Third, encourage learners to study history in free and friendly atmosphere. Finally, the ultimate goal is to improve awareness in history conservation. To make it simple, the goal is summarized in one word, HERITAGE; History, Experience, Reservation, Improving, Technology, Awareness, Generating, and Enhancing.

    3. LearnersThe target learners are elementary school 4th grade students. History

    education is critical in elementary school because it becomes a basis of an overall history education, and elementary students are more subject to be transformed. Especially in 4th grade period, students start to develop historical awareness and take classes about cultural assets.

    4. Learning environmentFor the physical environment, a footprint-shaped history center,

    Searching for the lost memory will be designed. The center consists of mainly three parts. The three cylinder-shaped buildings for exhibition, middle part with a dome for CAVE and multiplex, and debate room and game room. Exhibition will contain lost architectures of three different kingdoms respectively.

    In terms of methodology including hardware, software and humanware to design interior of the center, the principle of convergence of analogue and digital devices is applied. For analogue, physical activity like entering into the digitally restored architecture will help learners discover historic value of the heritage for themselves. Also discussion will motivate them to come up with possible solution to history conservation. For utilizing digital devices, digital restoration technology, Media of virtual reality in CAVE, games will be applied.

    5. Learning contentExhibition buildings contain lost architectures of three different kingdoms,

    Goguryeo, Baekje, and Silla, respectively.

  • - 3 -

    II. Introduction

    1. Project Background

    1) Problems of current education

    .

    . , , . . . . . . 7 () . . , .

    , , , . . , . . . . , . , . . , .

    21 . , .

    2) Future Learning Environment

    , 21 [21st century skill] . 1)21 ; 1. (global awareness)

  • - 4 -

    [ 2] 21st Century Skills

    , , , , , , , (core subjects) , 2. Learning ( ), Innovation( ), Communication( ), Collaboration( ), Creativity( ) , 3. Life and Career Skills( ) , 4. Information and Technology Skills ( ) .

    21 [21st century skill] . , [knowledge of core subjects]. 21 , , , . , [global awareness] . , [learning and innovation skill] . [learning and innovation skill] (Critical thinking), (Communication), (Collaboration), (Creativity) 4C (problem solving) . , , [information, media, and technology skills]. , ICT(Information & Communication Technology) . , [life and career skills]. 21 , (flexibility), (adaptability), (self-direction), (leadership), (responsibility), (social and cross-cultural

    1) Partnership for 21st Century Skills

  • - 5 -

    skills) . technology

    . [Digital Age Learning, Digital Age Teaching] . . , (digital native) (moving from teacher-centered to student-centered) . , (Inquiry Based Learning), (Problem Based Learning), (Project Based Learning) . , , . .

    2. Project Goals

    [Meaningful learning] . 2)Ausubel , . [active], [intentional], [authentic], [cooperative], [constructive] . , , .

    2) , , 2000.1.10,

  • - 6 -

    [ 3] Characteristics of meaningful learning

    , . . (tools to support knowledge construction), (information vehicle for exploring knowledge to support learning by constructing), (authentic context to support learning by doing), (social medium to support learning by conversing), (intellectual partner to support learning by reflecting) .

    HERITAGE; H : History, E : Experience, R : Reservation, I : Improving, T : Technology, A : Awareness, G : Generating, E : Enhancing.

    . , , . , . , . , . , + , . .

  • - 7 -

    [ 4]

    . ; , .

    , , . , . . . , , . , , , . , . , , , . , , , , , .

    .

    , . , . .

  • - 8 -

    12

    ( ),

    3

    , . , . , , .

    3. Learners

    4 . 2017 . , , .

    , , , , , , , . , . . .

    . . .

    , [ 1] .

    [ 1] (, 2000)

  • - 9 -

    4

    500, 1000 ( )

    5

    ,

    6

    ( )

    1-2

    3-4

    , 4 . . (, 2003) 4 .

    [ 2] .

    [ 2] (, 2005)

  • - 10 -

    3

    (3) () () ()

    4

    (3) () () (4) () () ()

    5(4) () ()

    ,

    5-6

    ,

    , ,

    [ 2] (, 2005)

    . . .

    , 7 [ 3].

    [ 3] 7 (, 2009)

  • - 11 -

    6

    (1) , () () (2) , () () (3) () () (4) () () ()

    3 , 4 . , 4 , .

    , 4 , , .

    III. Designing a Future Learning Environment

    1. Hardware

    1) Physical environment

    .

    (footprint) . . 4 , , , , . , , , , .

  • - 12 -

    [ 5]

    [ 6]

  • - 13 -

    [ 8]

    [ 7]

  • - 14 -

    [ 9]

    : (history)'

    . . (guggenheim) . , .

  • - 15 -

    [ 10] 1

    (Information desk): , , Buddy ( 3D ) .

    (Multiplex): , , 4D .

    (Virtual reality): .

    (Exhibition): .

    (Debate room): , .

    (Databases): , .

    : (Rest room), (Elevator)

  • - 16 -

    [ 12]

    [ 11] 2

    (Game center): , .

    : (Cafe), (Restaurant), (Elevator)

    2) Devices

    CAVE

  • - 17 -

    [ 13]

    . CAVE(Care Automatic Virtual Environment) . CAVE , . , , 3 CAVE . CAVE 6 DOF(Degree of Freedom) (Tracking System), 3 (Stereoscopic Glass), 3 Wand . 3 , , , , (3) . (. 2003)

    CAVE . .

    4D Multiplex

    4D 3D (Stereoscopic 3D) (physical effects; , , , ) . 4D (Muti-sensory) . , , , . (, 2010) 4D 4 . , , .

  • - 18 -

    [ 14] FTIR

    Game Center

    (AR) FTIR(Fourier Transform Infrared Spectroscopy) . . . .

    , Jefferson Y. Han FTIR . , , DI . Bimber Virtual Showcase . .( 6, 2009)

    2. Software

    [Experimenting with Technology] . . . (digital restoration),

  • - 19 -

    (virtual world) (augmented reality) , .

    1) (Digital restoration)

    3 . . , (Cyberspace) . 3 .

    , , . , 3 .

    . , . . .

    2) (Virtual Reality/World) - (Augmented Reality)

    (, , , , ) , (Cyberspace) .(, 2001) , , . (, 2003)

    . . , , 3 . ( 1, 2012)

    . .

  • - 20 -

    3) (Game) - (Scratch)

    . . , (active and critical thinking) (committed learning) . (probing) (discovery) . , (situated meaning) (multimodal) (semiotic domain) . (psychosocial moratorium) (identity) . 3) (psychosocial moratorium) . . .

    . , . . . , .

    3. Humanware

    , . (docent) . (tech-savvy) (docent).

    (docent) .

    3) , , 2000.1.10,

  • - 21 -

    [ 15] (docent)

    (teacher) '(interpreter)' , Information desk . , . DB , . .

    , . (, 2007)

    . 21 TPACK(Technological Pedagogical Content Knowledge). TPACK (content), (pedagogy), (technology) . .

  • - 22 -

    [ 16] TPACK

    IV. Future Learning Scenario

    .

    Information desk

    Multiplex

    CAVE

    Exhibition

    Game center

    Debate room

    Inter-learning Database

    .

  • - 23 -

    Information desk Information desk (docent) .

    MultiplexMultiplex

    . (digital documentary) .

    . , . (concerned and productive members of society) .

    , , .

    .

    () () () , () (). . () , . () (), (), () () () , () . . ( )

    . 3 , , , . .

    5 36 . 1338 4699). . 3 , 1 . 1 , 3 3() 3 . 1 . 3 3 , .

    CAVECAVE .

  • - 24 -

    [ 18] CAVE

    [ 17]

    . touch . , . CAVE .

    CAVE . CAVE .

  • - 25 -

    [ 19] CAVE

    [ 20] CAVE

    - ''. 14.24, 9 20 , 28 9 . 17 . ( . .)

    - . .

  • - 26 -

    [ 21] CAVE

    - , .

    [ 22] CAVE

    . . 3 2 2 , . ( .)

  • - 27 -

    [ 23] CAVE

    - 2 . 19.2, 22. 55-60 . 20 . (: 9 80). 9 . , (1700) " 7 . ." . 100 17 7 . 9 . . ( .)

    - . () , 400 .

    CAVE . 3 . . , .

    Exhibition

  • - 28 -

    [ 24]

    [ 25]

    Exhibition 3D .

    .

    , 7

    . .

    . .

  • - 29 -

    [ 26]

    , , . 6 , .

    , . . , .(, 2010)

    Game CenterGame center . Multiplex CAVE

    . . .

  • - 30 -

    [ 27]

    (Debate room) (Inter-learning Database)Debate room

    . Inter-learning Database DB , (, ) .

    . , . . [Temporary Community] . . , . [community] . , , . [collaboration] [co-constructing knowledge] . . , . , , (discussion/debate), (collaborative work), (video conferencing) .

    [collective intelligence] . [collective intelligence]

  • - 31 -

    [ 28] Community rules

    , .

    . (debate room) , . . .

    (video conferencing) (multi-shcool project) . (international community) . (global-awareness) .

    . , . .

    V. Conclusion

    4)

    4) , , 1995.6.29,

  • - 32 -

    . , . . , , .

    . , . . . . . . . , .

  • - 33 -

    (2003), , 52(Vol.16 No.2), 67-76(2003), 6 , , , (2001), , (2013), , 1(2012), , 15 1, 131-139(2010), , 15 1, 25(2001), , (2012), , (2010), (4D) , (CT) 6 (2009) AR , HCI 2009 80-83

    3 , , 2013.11.4.

    CAVE : NC ,